Thursday, 13 February 2014

Wednesday, 29 January 2014

First off, the FMP blog is all finally set up http://dystopianslumsfmp.blogspot.co.uk/

Me and Dan have been pretty busy getting the whitebox nailed. We had some good feedback before Christmas on the initial white box we did, which was very flat and boring, so we went back and completely redesigned.

There's now a significant change in elevation throughout the level. There's also multiple pathways to get through the level, it's less free roam but we feel this will push players into some nice compositional set ups.

Saturday, 18 January 2014

Finished up the character project last week. Despite my initial resentment of modelling characters (in max) I really enjoyed this, but then again I did the majority of the work in Zbrush.
Feel like I've learnt a lot on this one, max>Zbrush pipelines and general workflow, aswell as material definition and all around character art.
Very happy with how this turned out, feel the rig is a little weak, and there could be a bit more grunge and general wear and tear on the clothing.

Wednesday, 1 January 2014

FMP stuff is moving, although a little slow. Since last update, Dan Hargreaves and I have decided to collaborate on this project, and as such there'll be a group blog up very soon, but right now we're having a little trouble setting it up, apologies!

We'll still be following on from similar themes, having a large divide between rich and poor, our focus will be on the repressed slum area of the city which lies behind a large walled boundry. There will be a lot of emphasis on scale, verticality and clutter.

Really excited to show some stuff soon, hopefully will have the blog up in the next few days!

I set out to create a decent base mesh with even quads, for practice and also for future use for personal stuff.
This all came along pretty quick, I then extruded the clothes quite primitively out from the base mesh ready to put into zbrush.

Making sure to stay at low subdiv levels blocking out the main forms etc. before going into more detail.

Most of the clothing is done here, the coat, top and trousers. The boots, hands and leather armour can be modelled just once and mirrored, and I'll probably model more of that as highpoly in max because it is less organic.